Rogue
Base Class: Rogue

Running through the mountain pass, with a goblin raiding party on your trail. The crates strapped to your back weigh heavy, but you can't relent. Your cargo must reach its destination, at all costs. Arrows whizz past your body, but you avoid them. Wargs snap their jaws at you from behind, but you outrun them. Goblins attempt to flank you, but you outsmart them. Your legs burn and ache, but you push on. After all, you might be the only chance that village has.

Couriers are the supply runners, the mail bringers, the news givers, the message deliverers, and sometimes the only means of communication across entire continents. Adventurers by trade rather than choice, couriers always know the best and quickest ways to get around, though not always the safest.

Special Delivery

Your body has grown used to carrying absurd amounts of items from place to place. When you choose this Archetype at 3rd level, your carrying capacity is doubled, in addition you can use a bonus action to toss any item you have in your inventory to any creature of your choice within 30 feet of you

Forerunner

You're a quick thinker and a strong runner, that's what makes you such a good Courier. Starting at 3rd level your movement speed increases by 10 feet. You also gain an additional bonus action on each of your turns, thus granting you an additional use of your cunning action.This additional bonus action can also be used for anything a normal bonus action applies to.

Neither snow nor rain nor heat

No matter how harsh the conditions, you can't stop and you won't stop. After all, you've got a schedule to keep. At 3rd level moving through difficult terrain no longer costs you extra movement. Getting up from being knocked prone only costs you 5 feet of movement and climbing no longer costs you extra movement. You always know which way is North

Don't shoot the messenger... or else

It's just like the old saying goes... At 9th level, the dodge action is added to your cunning action list and you have advantage on ability checks made to escape a grapple. In combat you also gain the ability to use your sneak attack on any creature that has made any form of attack against you whether they hit or miss, without needing advantage or an ally within 5 feet

Confidentiality

Your mind is a steel trap, after all you have a lot of important information stored up there. By 9th level you become immune to any effect or spell that would read your thoughts and you know when a creature is attempting to do so, but you don't know the identity of the creature. Creatures have disadvantage on ability checks made to steal objects off your person while you are conscious.

In it for the Long Haul

Accustomed to travelling for days on end without rest, starting at 13th level you now only need half as much food, water and sleep to maintain yourself. You also gain the ability to recover from exhaustion points on a short rest. Furthermore, you become immune to effects, potions, or spells that would put you to sleep if you are unwilling.

Couriers Resolve

Neither snow nor rain nor heat nor gloom of night can stand against you, for you are a Courier. Come 17th level you gain another additional bonus action on each of your turns, and by extension, yet another use of your cunning action. You also become immune to any effect or spell that would slow your movement. Furthermore if any creature hits you with an attack you double your sneak attack damage against that creature until the start of its next turn.

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